ALL CARD GAMES
INTRODUCTION
Competite game that needs skill and is easy to learn. Each round is quick while games can go on for hours.
HOW TO PLAY RUMMY
Competitive and skill-based yet easy to learn. Each round is quick while games can go on for hours.
Each player is dealt 10 cards and the first card in the deck is placed face up to form a pile.
The first player can choose between the top card from the pile 8♦ or a card from the deck. Once they take the card they must place a card from their hand onto the pile.
The players take it in turn to pick up a card and try to build sets, and runs of three or more cards.
Once a player has a set or run they can 'open' and place the cards in front of them, this can only be done when it is the players turn, after they have picked up a card and before they place a card on the pile.
Jokers are wild and can be used as any card.
Once a player has opened they can add to the pile of other players that have opened, however only when it is their turn.
Once one player has played all of their cards they are 'out'.
The other players stop playing and then count up the points in their hands, these are then added to their total score.
Decide a total number of points to end the game at. 200-500 is normal. If a player has not opened before one player has finished they score 100 points regardless of their cards.
THE DEAL
Each player is dealt ten cards and the first card in the deck is placed face up to form the pile.
THE PLAY
The first player can choose between the top card from the pile e.g 8♦️ or a card from the deck. Once they take the card they must place a card from their hand onto the pile, e.g. 9♥️.
HOW TO WIN
The winner of the round is the player that has no cards left. The winner of the game is the player with the lowest overall score.
SETS AND RUNS
The players take it in turn to pick up a card and try to build sets e.g. 6 6 6 , and runs of three or more cards of the same suit e.g. 5 6 7.
OPENING
Once a player has a set or run they can ‘open’ and place the cards in front of them, this can only be done when it is the players turn e.g. 5, 5, 5. They then play a card onto the pile to end their turn.
JOKERS
Jokers are wild and can be used as any card e.g. as a 5 to make 3 4 5 . Other players can exchange the joker for one of the cards in their hand, if they have a card to add to the set or run. This can only be done when it’s their turn.
ADDING TO PILES
Once a player has opened they can add to their own pile or those of other players that have opened e.g the J is added by player two. They then have one less card. This can only be done when it is the player’s turn.
POINTS PER CARD
ENDING THE ROUND
Once one player has played all of their cards, the rounds ends. The other players stop playing and count up the points in their hands; these are then added to their total score e.g. eighteen points.
THE WINNER
Decide a total number of points to end the game at, between two hundred to five hundred is normal.
ADDITIONAL RULES
If a player hasn’t opened when the round ends they score one hundred points regardless of their cards.
The A can act as the high or low card in a run, this is why it’s value is fifteen if not played. Players can also play with the A always low and give it a score of one point.
VIDEO OF HOW TO PLAY RUMMY
TIPS
Remove the jokers to increase the level of skill required.
EXTRAS
If there are no cards left in the deck, shuffle all the cards in the pile and create a new deck.
ADDITIONAL RULES
Players declare the card the joker represents when playing them. Other plavers can only swap them for the exact card declared.
SIMILAR GAMES
- Shed
- Karma
- Palace